Game Mechanics » History » Version 3
quintus, 03/28/2021 03:21 PM
| 1 | 1 | quintus | # Game Mechanics |
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| 2 | |||
| 3 | This document outlines the game mechanics. |
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| 4 | |||
| 5 | ## 2-player system |
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| 6 | |||
| 7 | The game can be played with either one or two players on a single |
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| 8 | computer (no network computing; this would be too complex to |
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| 9 | implement). Each player receives its own view of the world, but the |
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| 10 | make progress they have to work together. |
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| 11 | |||
| 12 | Below, specificalities of 2-player mode are mentioned where appropriate. |
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| 13 | |||
| 14 | ## Camera |
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| 15 | |||
| 16 | The camera will be hooked up above and behind the player. By pressing |
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| 17 | a button, the player can switch to first-person view. |
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| 18 | |||
| 19 | ### 2-player mode |
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| 20 | |||
| 21 | In two-player mode, each player receives its own camera and window. If |
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| 22 | a machine has two monitors, it should be possible increase both |
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| 23 | windows to full size, each on one monitor. Each player's |
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| 24 | camera-related actions only relate to his own window. |
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| 25 | |||
| 26 | Cinematic scenes are always shown on both windows. If text is shown in |
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| 27 | such scenes, both players have to press the "accept" button for it to |
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| 28 | vanish, which is indicated with colours at the bottom of each text |
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| 29 | box. |
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| 30 | |||
| 31 | ## Steering |
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| 32 | |||
| 33 | The game is to be played with a game pad. In single-player mode, the |
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| 34 | player can choose which character to play (Freya or Benjamin) and |
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| 35 | change at any time. The other one is taken over by a very simple |
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| 36 | algorithm which works as follows. On switch, the player chooses one of |
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| 37 | two options: standstill (1) or follow (2). In standstill mode, the |
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| 38 | character simply stands still. If a monster approaches, it will defend |
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| 39 | with a simple algorithm, but the player is alerted in some way so he |
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| 40 | can switch back; normally, monsters should ignore the standing |
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| 41 | character. In follow mode, the character follows the player's |
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| 42 | character simply by going the closest way towards him. If the distance |
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| 43 | between the two characters gets too high, the algorithmically steered |
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| 44 | character shouts and switches to standstill mode. If the player climbs |
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| 45 | up platform or does similar difficult things, the other character |
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| 46 | immediately enters standstill mode. Switching characters should come |
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| 47 | with some nice animation and sound. |
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| 48 | |||
| 49 | Both characters always have to be on the same map (except where |
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| 50 | divided for story reasons). To leave a map, in single-player mode it |
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| 51 | is sufficient if the only player moves to a teleportation point; the |
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| 52 | other character is warped right behind the camera and then also moves |
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| 53 | through the teleportation point. |
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| 54 | |||
| 55 | ### 2-player mode |
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| 56 | |||
| 57 | In 2-player mode, each player simply plays one character. To leave a |
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| 58 | map, both characters need to enter the same teleportation point. |
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| 59 | |||
| 60 | ## World Navigation |
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| 61 | |||
| 62 | There is no world map. All areas are connected directly as only this |
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| 63 | generates the necessary feeling for the covered distances in the |
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| 64 | world. Without this, there would be no use for the Mail system. |
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| 65 | The typical overworld area should be rather small, so that a feeling |
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| 66 | of many and different areas arises (contrast this with the quite |
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| 67 | boring central Hyrule Field in Zelda's OoT). The world is not to be |
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| 68 | constructed in a star form (again, see OoT, where everyhing emerges |
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| 69 | from Hyrule Field), but in a more organic mannor with multiple |
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| 70 | possibilities to go to places (within story bounds). |
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| 71 | |||
| 72 | In a 2D world, implementing this is easy because one can easily make a |
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| 73 | screen identical with a map. This is more complicated in a 3D world, |
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| 74 | because the player may at any time enter first-person view and look |
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| 75 | into the distance horizontally, which makes it impossible to use |
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| 76 | camera bounds for map bounds. Instead, different concepts need to be |
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| 77 | used. The basic idea should be to load adjascent maps once the player |
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| 78 | approaches a teleportation point, but keep the map freezed until it is |
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| 79 | actually entered. That should make it possible to implement a |
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| 80 | reasonably smooth switch between overworld maps. Combined with |
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| 81 | distance fog it should be possible convey an impression of an organic |
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| 82 | world. |
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| 83 | |||
| 84 | As for the actual map design there should be plenty of inspiration |
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| 85 | available in real-world places. |
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| 86 | |||
| 87 | ## Time system |
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| 88 | |||
| 89 | 3 | quintus | The game has its own time flow which is decoupled from the PC clock. A day in the game world lasts significantly shorter than in real time. For comparison, OoT's days lasted 2:30 minutes (nights 1:30 minutes), MM's days and nights were each 10 minutes long. That is probably too short, but it should be bearable for the player to wait until night approaches during a single playing. The time's velocity should be chosen in such a way that travelling between the larger cities |
| 90 | 1 | quintus | takes several days. |
| 91 | |||
| 92 | 3 | quintus | On day/night switch on the overworld a standstill picture of the sun is shown while some sound is played; for morning dawn the new day's date can be shown as well. This little trick allows to exchange NPCs and other elements on a map without he burden of having to animate their coming and going. In areas where this is not important (most notably dungeons) a simple message can be printed onto the screen on |
| 93 | 1 | quintus | day/night switch. |
| 94 | |||
| 95 | ## Inventory and Equipment |
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| 96 | |||
| 97 | ### Restrictions on equipment carrying; Mail system |
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| 98 | |||
| 99 | It is not possible to always carry around all equipment items. The |
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| 100 | player has to plan forward, namely for dungeons. Equipment can be left |
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| 101 | in taverns or similar places, where it can later be retrieved to |
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| 102 | exchange the inventory. |
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| 103 | |||
| 104 | Since the world has a certain size, it is annoying to travel large |
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| 105 | distances just to retrieve equipment left in an entirely different |
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| 106 | place. Maybe one even forgot where it was stored! The Mail system |
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| 107 | comes to the rescue. In any Mail Office one can request the items to |
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| 108 | be send here. Thanks to a well-engineered horse relay station system, |
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| 109 | all ordered equipment will always be available at the post office on |
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| 110 | the next day to retrieve. |
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| 111 | |||
| 112 | ## NPCs |
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| 113 | |||
| 114 | ### 2-player mode |
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| 115 | |||
| 116 | TODO: Define how text-based talking works in 2-player mode. Maybe |
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| 117 | display other user's text at the edge of the window? |